Fun Stuff > CLIKC
Heavy Rain
RallyMonkey:
--- Quote from: Storm Rider on 10 Mar 2010, 12:09 ---Heavy Rain already had a pretty big budget, and wouldn't giving you more freedom of exploration and interaction completely miss the point of what this game is about? I don't understand how you can say having control is a condescension and then immediately ask for more freedom in the sequel.
--- End quote ---
I always thought the point of the game was in giving you control of the story, rather than the character. With the ability to kill off all four main characters and such. That is what I would think you mean by more freedom, being able to make even more choices that change the storyline.
tricia kidd:
--- Quote from: RallyMonkey on 10 Mar 2010, 14:52 ---I always thought the point of the game was in giving you control of the story, rather than the character. With the ability to kill off all four main characters and such. That is what I would think you mean by more freedom, being able to make even more choices that change the storyline.
--- End quote ---
yeah, that too. maybe even a game in which there exist several stories, and one might not even experience them all (or even know they exist or how they connect to the "main" story).
basically i'm just saying combine this game with a sandbox game and you would have the best game of all time. it would be like a "life simulator" only with a plot (something life often lacks).
for example, let's say there's this hypothetical game (let's call it World) where you can pretty much do whatever you want. you start out not really knowing anything weird is going to happen (much how Heavy Rain starts). let's say in this game you decide to walk to a coffee shop on the corner, sit down and read a book or whatever. while you're there, you overhear a conversation about a friend of yours being missing, which leads you to pursue their whereabouts in whatever way you want (call mutual friends, go to where he was last seen, call the cops, go to places they hung out, etc.)
or you don't do that, and decide to go to a bar at night. while walking home, you see someone get murdered in an alley, and you deal with that situation (which is somehow connected to your missing friend, who you don't yet know is missing). etc.
KvP:
Sales info puts units sold on Heavy Rain at about 220k, which is pretty staggering considering how odd the game is.
NeverQuiteGoth:
--- Quote from: tricia kidd on 10 Mar 2010, 16:12 ---...
--- End quote ---
ur kool. wil u b my frnd?
lol, seriously though.
I just finished the game the other night. Great ending. Reminded me of so many mediocre but exciting whodunit movies from like the ninties or whenever, only better. I was just a tad disappointed by the reveal of who the killer is. Seems like they could have foreshadowed that a bit better. Reminds me of the twist in Fight Club, though. You really don't see it coming, and a part of you wonders if maybe the writers didn't see it coming either.
I got the mostly happy ending where *SPOILER* Ethan, Madison, and the boy survive and live happily ever after, but the FBI agent fails miserably in his investigation. *endSPOILER*
Epicly awesome game, as a whole, IMO. There really do need to be more games like this.
jhocking:
--- Quote from: tricia kidd on 10 Mar 2010, 16:12 ---basically i'm just saying combine this game with a sandbox game and you would have the best game of all time. it would be like a "life simulator" only with a plot (something life often lacks).
for example, let's say there's this hypothetical game (let's call it World) where you can pretty much do whatever you want. you start out not really knowing anything weird is going to happen (much how Heavy Rain starts). let's say in this game you decide to walk to a coffee shop on the corner, sit down and read a book or whatever. while you're there, you overhear a conversation about a friend of yours being missing, which leads you to pursue their whereabouts in whatever way you want (call mutual friends, go to where he was last seen, call the cops, go to places they hung out, etc.)
or you don't do that, and decide to go to a bar at night. while walking home, you see someone get murdered in an alley, and you deal with that situation (which is somehow connected to your missing friend, who you don't yet know is missing). etc.
--- End quote ---
Actually, this is pretty ingenius, but it also leads to the reason why a game like this would be awful hard to justify funding for. Think about all the things you could choose to do after overhearing that conversation in the coffee shop (ie. the stuff you listed.) Now think about all the work it would take to develop that content. Now think about the exec thundering "so wait you just blew $100 million on shit the player will never even see?!?"
Which isn't entirely an insurmountable problem, but it falls very much into the realm of research (specifically, the research of guys like Michael Mateas or Chris Crawford.)
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